Руководство по настройке солнечных панелей: различия между версиями

imported>EuSouAFazenda
(Added a tutorial for MetaStation's solars.)
imported>TeleportifiedBread
(Modernization and rewriting of the entire page, hopefully error free)
Строка 19: Строка 19:


==The Forgotten Power Source==
==The Forgotten Power Source==
Solars often are fully neglected by but a few people, and for slightly dangerous reasons (covered in a lower section). HOWEVER, they are the safest way to generate power for the whole station! And, if there was a blackout of power already, they will always have power until hooked up, and can provide the [[Supermatter|engine]] APC a charge until it is set up itself.
Solars often are fully neglected by but a few people, though whether this is due to laziness or fear of things amongst the deep is unknown. HOWEVER, they are the safest way to supplement the station's power supply without burning through a [[Engineering_items#PACMAN_Generator|precious resource]]. While it provides no where near enough power to fuel an entire station, a secondary power supply can help keep the lights on until evac or a shard arrives after a [[Guide_to_the_Supermatter#Delaminations|engine delamination]].


===Locations===
===Location===
There are four solar arrays on the station. The first, and easiest to configure, is on the rightmost side of the station just below the escape shuttle port (Aft Starboard Array). The second is located "north" of the chapel (Fore Starboard Array). The third can be found to the left of engineering (Aft Port Array). The fourth is best accessed by going through the left maintenance door of the tool storage area (Fore Port Array).
Solars, as common sense would dictate, is located [[Space|outside]] for access to the sun. While the location varies from station to station, solars are almost always attached to maintenance and a trip around the edge of the station will let you find all the solars easily enough. The obscure entrance to maintenance and location at the edge of the station makes this a common destination for odd sights, ranging from spaced corpses to [[Nuclear_Operative|odd visitors wearing a fancy red suit]]. Get solars wired up fast enough to the start of the shift, though, and you'll likely be finished before antagonistic forces get around to the place.  


===Connecting the Arrays===
===Connecting the Arrays===
You need:
You need:
*Several [[cable_Coils|cable coils]]
*Several [[cable_Coils|cable coils]]
*One [[space suit]] or hardsuit
*One [[Clothing_and_Accessories#Void_Space_Suit|EVA suit,]] a [[MODsuits|Modsuit,]] or even a firesuit and cup of coffee
*One [[crowbar]] to open doors if the power is out.
*One [[crowbar]] to open doors if the power is out.
*Optionally, a large stack of [[metal]] from which to make floor tiles so as to protect your newly placed wiring from [[traitor|easy tampering]].
*A large stack of metal, as some stations by default need repairs to the array. You can build new flooring by placing rods on space then applying a floor tile.
*Optionally, a pair of [[Clothing_and_Accessories#Insulated_Gloves|Insulated gloves]]. The insulated mutation or a sip of grey bull can suffice; anything to stop the shock of connecting live wires will do.


Nanotrasen engineers are renowned for their shoddy craftsmanship and poor work ethic. You will find that none of the four solar arrays have been connected to the station. You will need to connect the solar panels and the solar tracker to the wire leading from the station. To wire a tile, hold a cable coil in hand and click a tile. Connect the solar arrays and solar tracker to the station.
Nanotrasen engineers are renowned for their shoddy craftsmanship and poor work ethic. You will find that none of the four solar arrays have been connected to the station. You will need to connect the solar panels and the solar tracker to the wire leading from the station. Simply connect all the panels and trackers to the computer with wire, making sure the wires go under each individual panel's tile. Annoyingly, some Nanotrasen engineers are ''especially'' renowned for their poor work ethic and as such occasionally the solar panels are still in their box. In such a situation, you'll need to drop a solar panel frame from the box onto a tile, wrench it down, then apply glass. You can also do this for purchased boxes of solar panels, and some space ruins have boxes of solars just waiting to be wired up. Make sure to use the computer and scan for new equipment after attaching additional parts to the array!
 
See [[Guide_to_construction#How_Do_I_Wire.3F|How Do I Wire]] for a guide on how to wire.


===Calibrating the Arrays===
===Calibrating the Arrays===
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Once you have wired an array, you need to calibrate the tracking and power so that it actually produces energy. Apparently, our space station is rotating or in orbit around something (no one really knows for sure). This means that the solar panels need to constantly rotate to face toward the sun. Click on the [[Computers#Solars_Control|Solar Control CPU]] and set it to auto-tracking. You should see a degree displayed at the top ranging from 0 to 359; this is the current direction of the sun.  
Once you have wired an array, you need to calibrate the tracking and power so that it actually produces energy. Apparently, our space station is rotating or in orbit around something (no one really knows for sure). This means that the solar panels need to constantly rotate to face toward the sun. Click on the [[Computers#Solars_Control|Solar Control CPU]] and set it to auto-tracking. You should see a degree displayed at the top ranging from 0 to 359; this is the current direction of the sun.  


*0 degrees = North
(The consoles are a bit glitchy so you might have to turn off auto-tracking then turn it on again before the panels start to rotate). Note that auto rotation is not smooth, it jumps about every 20 seconds. Keep this in mind if it seems like nothing is happening.
*90 degrees = East
*180 degrees = South
*270 degrees = West


(The consoles are a bit glitchy so you might have to turn off auto-tracking then turn it on again before the panels start to rotate). Also, auto rotation is not smooth, it jumps about every 20 seconds. Keep this in mind if it seems like nothing is happening.
You don't need to use manual tracking!! The only time you will ever need to manually calibrate a solar array is when a meteor or traitor destroys the tracking unit. When manually adjusting the angle, just keep adjusting towards the highest power you can find.  


You don't need to use manual tracking!! The only time you will ever need to manually calibrate a solar array is when a meteor or traitor destroys the tracking unit. 
It is important to note that '''THE SUN ISN'T ALWAYS VISIBLE!''' This is the biggest cause of solar failure known to spessmen. When the panels of an array face the sun directly (and are correctly wired) they produce about 90,000 Watts of power. However, this amount lowers as the station orbits or spins or whatever towards 0 watts. This cycle takes about 5 minutes, and poor timing can cause a poor innocent engineer to think that they messed up their design, "Because it's making 0 watts! Clearly it must be broken!" Just give it a bit and you'll figure out if it is broken.
 
It is important to note that '''THE STATION BLOCKS SUNLIGHT!''' This is the biggest cause of solar fail known to spessmen. When the panels of an array face the sun (and are correctly wired) they produce about 90,000 Watts of power. However, if the station is between the panels and the sun, they produce 0 Watts of power. This means that as the panels rotate with auto-tracking, they move through a series of power levels ranging from 90k (full sun) to nothing (station obscures sun). The rotation cycle takes roughly 5 minutes to complete.


Why is this important?
Why is this important?
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===Important Battery Facts===
===Important Battery Facts===
Solar batteries (SMES cells) start at 20% power but if the engine is off the station drains them to 0% in a few minutes. An input of 90,000 watts (full sun) might charge the battery for a little while, but once the sunlight is blocked by the station the battery charge begins to drain.  
Solar batteries (SMES cells) start at 20% power but if the engine is off the station drains them to 0% in a few minutes. An input of 90,000 watts (full sun) might charge the battery for a little while, but once the sunlight is blocked by the station the battery charge may begin to drain.  


==== (Optional) Skipping the SMES Cells ====
==== (Optional) Skipping the SMES Cells ====
You can optionally reroute the wiring and skip the whole battery setup! Just recognize two wires: The wire coming from the Solar Control CPU and going to the SMES cell, and the other wire coming from the SMES cell and going to the station power grid. Connect these two wires and voilá! You have skipped the SMES cell and saved yourself a lot of time. No need to turn that pesky SMES on at all, just configure the Solar Control CPU and you're done, time to move to the next set of solars!
You can optionally reroute the wiring and skip the whole battery setup! This is only really useful if you have severely increased the size of the solar array or don't want a meddling [[AI]] messing with the incoming power as easily.  Just recognize two wires: The wire coming from the Solar Control computer and going to the SMES cell, and the other wire coming from the SMES cell and going to the station power grid. Connect these two wires and voilá! You have skipped the SMES cell. No need to turn that pesky SMES on at all, just configure the Solar Control computer and you're done, time to move to the next set of solars! You've also just disconnected a battery, so good luck keeping power if a delamination wipes out the SMES in engineering.
 
BUT there is one big downside to this: the station powergrid now holds about 400 kW of power, which is almost enough to put someone into instant crit. Not a good thing if you have [[Game_Mode#AI_Malfunction|shocked doors]] or [[Clown|someone]] exposes those electrified grilles inside windows.


===Setting up the SMES===
===Setting up the SMES===
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Input: Maxed at 200 kW
Input: Maxed at 200 kW


Output: 50 kW
Output: 0-200 kW
 
==Important MetaStation fact==
Setting the solars is slightly different in MetaStation. Engineering's solar starts like the other station's, with you just needing to wire them as usual. On Cargo's solars, the shuttle has broken the solar in half; you have to bridge the gap with metal rods. You can use your wirecutter on nearby catwalks to cut them to iron rods; just use the iron rod twice on a space tile to be able to put wires on it.
 
The chapel and science solars are actually half un-built; in the room where the solar control computer is you'll find a handful of boxes. These boxes contain Solar Assembly and glass, while in the chapel half of the solars are missing while in Science all of them are!
To fix the solars, pull the crate into space. Pick up the assembly and drop them into place (the blue tiles). Afterwards, use the wrench to wrench them into place, then use glass on them.
Afterwards, wire them as normal.


Remember to click "Check for New Hardware" and to setup the SMES on your way out.
Setting the output lower means more power is stored, but once you go above 45kw you will begin to send out more power than you store. At that point, you may as well disconnect the SMES from the solar array.


==DANGER WILL ROBINSON==
==DANGER WILL ROBINSON==
There are a few dangers on the solars, one being the electrical wires if you forgot to wear insulated gloves: never forget or you will get zapped! In addition, you are vulnerable and alone. This leaves you an easy target for those pesky [[space carp]]s and/or space-walking [[traitor|attackers]] that need a new cover identity. Finally, there is the chance to misstep and go drifting off through space. This hazard is easily solved if you act quickly. Simply throw something in the direction of your flight path, like [[shoes]], or a [[pen]]. The equal and opposite reaction will start pushing you in the other direction!
There are a few dangers on the solars, one being the electrical wires if you forgot to wear insulated gloves: never forget or you will get zapped! In addition, you are vulnerable and alone. This leaves you an easy target for those pesky [[space carp]]s and/or space-walking [[traitor|attackers]] that need a new cover identity. Finally, there is the chance to misstep and go drifting off through space. This hazard is easily solved if you act quickly. Simply throw something in the direction of your flight path, like [[shoes]], or a [[pen]]. The equal and opposite reaction will start pushing you in the other direction! Of course, if you are a ne'er-do-well, solars serve as a useful tool. A hotwired solar can boost the power of a hacked door, and the access to and from maintenance means that a body could easily be lost amongst the star. Just avoid the camera that is placed in most solar rooms, and you have a base of operations set up and ready for the taking! If you ''got spaced'' by an aforementioned evildoer, your life isn't over. Look over what you have and consider your options. Turn on internals, pull up a winter coat hood, drink coffee, and take any medicine you have. If you can live long enough, circle the station for arrivals or departures so that you can enter. You can always try to yell for help over the radio, and the AI camera in the maintenance connection room means they can open a path in. All else failing, try to break into the maintenance room or inject your epinepherine pen (if present) and pray someone finds your corpse before it husks.


[[category:Locations]] [[Category:Guides]]
[[category:Locations]] [[Category:Guides]]

Версия от 00:55, 30 ноября 2022

Engineering Area
Solars.png
Solar Arrays
Wire the solars, you lazy bums!
Obvious exits Solar Control Room north/south (depending on the solar array you're on), space anywhere
Purpose Powers the station by capturing sun rays
Access level
Noteworthy contents Solar Control Computer, SMES Cell
Clearance Captain, Chief Engineer, Engineer
Security level Low
Style Solar array
Balance Requirements
Other Notes
Jobstemp.png Локации на /BANDA/station



The Forgotten Power Source

Solars often are fully neglected by but a few people, though whether this is due to laziness or fear of things amongst the deep is unknown. HOWEVER, they are the safest way to supplement the station's power supply without burning through a precious resource. While it provides no where near enough power to fuel an entire station, a secondary power supply can help keep the lights on until evac or a shard arrives after a engine delamination.

Location

Solars, as common sense would dictate, is located outside for access to the sun. While the location varies from station to station, solars are almost always attached to maintenance and a trip around the edge of the station will let you find all the solars easily enough. The obscure entrance to maintenance and location at the edge of the station makes this a common destination for odd sights, ranging from spaced corpses to odd visitors wearing a fancy red suit. Get solars wired up fast enough to the start of the shift, though, and you'll likely be finished before antagonistic forces get around to the place.

Connecting the Arrays

You need:

  • Several cable coils
  • One EVA suit, a Modsuit, or even a firesuit and cup of coffee
  • One crowbar to open doors if the power is out.
  • A large stack of metal, as some stations by default need repairs to the array. You can build new flooring by placing rods on space then applying a floor tile.
  • Optionally, a pair of Insulated gloves. The insulated mutation or a sip of grey bull can suffice; anything to stop the shock of connecting live wires will do.

Nanotrasen engineers are renowned for their shoddy craftsmanship and poor work ethic. You will find that none of the four solar arrays have been connected to the station. You will need to connect the solar panels and the solar tracker to the wire leading from the station. Simply connect all the panels and trackers to the computer with wire, making sure the wires go under each individual panel's tile. Annoyingly, some Nanotrasen engineers are especially renowned for their poor work ethic and as such occasionally the solar panels are still in their box. In such a situation, you'll need to drop a solar panel frame from the box onto a tile, wrench it down, then apply glass. You can also do this for purchased boxes of solar panels, and some space ruins have boxes of solars just waiting to be wired up. Make sure to use the computer and scan for new equipment after attaching additional parts to the array!

Calibrating the Arrays

Once you have wired an array, you need to calibrate the tracking and power so that it actually produces energy. Apparently, our space station is rotating or in orbit around something (no one really knows for sure). This means that the solar panels need to constantly rotate to face toward the sun. Click on the Solar Control CPU and set it to auto-tracking. You should see a degree displayed at the top ranging from 0 to 359; this is the current direction of the sun.

(The consoles are a bit glitchy so you might have to turn off auto-tracking then turn it on again before the panels start to rotate). Note that auto rotation is not smooth, it jumps about every 20 seconds. Keep this in mind if it seems like nothing is happening.

You don't need to use manual tracking!! The only time you will ever need to manually calibrate a solar array is when a meteor or traitor destroys the tracking unit. When manually adjusting the angle, just keep adjusting towards the highest power you can find.

It is important to note that THE SUN ISN'T ALWAYS VISIBLE! This is the biggest cause of solar failure known to spessmen. When the panels of an array face the sun directly (and are correctly wired) they produce about 90,000 Watts of power. However, this amount lowers as the station orbits or spins or whatever towards 0 watts. This cycle takes about 5 minutes, and poor timing can cause a poor innocent engineer to think that they messed up their design, "Because it's making 0 watts! Clearly it must be broken!" Just give it a bit and you'll figure out if it is broken.

Why is this important?

Because of the battery! See that big white thing in the solar control room? That's the SMES cell. It's a battery used for holding solar energy and transferring it to the station. Click on the battery and you get a window with input, output, and charging options.

Important Battery Facts

Solar batteries (SMES cells) start at 20% power but if the engine is off the station drains them to 0% in a few minutes. An input of 90,000 watts (full sun) might charge the battery for a little while, but once the sunlight is blocked by the station the battery charge may begin to drain.

(Optional) Skipping the SMES Cells

You can optionally reroute the wiring and skip the whole battery setup! This is only really useful if you have severely increased the size of the solar array or don't want a meddling AI messing with the incoming power as easily. Just recognize two wires: The wire coming from the Solar Control computer and going to the SMES cell, and the other wire coming from the SMES cell and going to the station power grid. Connect these two wires and voilá! You have skipped the SMES cell. No need to turn that pesky SMES on at all, just configure the Solar Control computer and you're done, time to move to the next set of solars! You've also just disconnected a battery, so good luck keeping power if a delamination wipes out the SMES in engineering.

Setting up the SMES

After you have wired the array, set tracking to auto, and verified that the panels are indeed rotating, set the battery like so:

Charging: Auto

Input: Maxed at 200 kW

Output: 0-200 kW

Setting the output lower means more power is stored, but once you go above 45kw you will begin to send out more power than you store. At that point, you may as well disconnect the SMES from the solar array.

DANGER WILL ROBINSON

There are a few dangers on the solars, one being the electrical wires if you forgot to wear insulated gloves: never forget or you will get zapped! In addition, you are vulnerable and alone. This leaves you an easy target for those pesky space carps and/or space-walking attackers that need a new cover identity. Finally, there is the chance to misstep and go drifting off through space. This hazard is easily solved if you act quickly. Simply throw something in the direction of your flight path, like shoes, or a pen. The equal and opposite reaction will start pushing you in the other direction! Of course, if you are a ne'er-do-well, solars serve as a useful tool. A hotwired solar can boost the power of a hacked door, and the access to and from maintenance means that a body could easily be lost amongst the star. Just avoid the camera that is placed in most solar rooms, and you have a base of operations set up and ready for the taking! If you got spaced by an aforementioned evildoer, your life isn't over. Look over what you have and consider your options. Turn on internals, pull up a winter coat hood, drink coffee, and take any medicine you have. If you can live long enough, circle the station for arrivals or departures so that you can enter. You can always try to yell for help over the radio, and the AI camera in the maintenance connection room means they can open a path in. All else failing, try to break into the maintenance room or inject your epinepherine pen (if present) and pray someone finds your corpse before it husks.